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Castle Game Engine
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Manual
Creating Game Data
API Reference
Modern Object Pascal Introduction
CGE for Unity Developers
Compiling from source
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Scene Graph (X3D)
view3dscene
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Features
Gallery
Games
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Additional Components
Assets (3D and 2D Graphics, Sound)
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Manual
Miscellaneous knowledge
Contents:
Which way is up?
Transformation hierarchy
CastleWindow Backends
Threads
Previous: Jenkins (automatic cloud builds for CGE projects)
Next: Which way is up?
Manual
Documentation
Manual
Install
Build your first application
Designing user interface and handling events (press, update) within the state
Managing States
Viewport with scenes, camera, navigation
Tutorial: Designing a 3D world
Tutorial: Designing a 2D world
Camera
Navigation
Writing code to modify scenes and transformations
Multiple viewports to display one world
User interface
Custom drawn 2D controls: player HUD
Text and fonts
Customize loading image
Editor
Custom Components in Editor
2D games
Sprite sheets
Images
How to render 2D images/sprites
Physics
Sound
OpenAL
FMOD
Persistent data (user preferences, savegames)
Screenshots
Network, downloading and using URLs
Logging
Cross-platform (desktop, mobile, consoles...) projects
Data directory
CastleEngineManifest.xml
Customize UI scaling, font, warmup cache by CastleSettings.xml
Build Tool
Platforms details
Android
Android FAQ
Android Services (Google Play Games and many more...)
iOS
iOS Services (Apple Game Center and many more...)
In-App Purchases (Android, iOS)
Nintendo Switch
macOS
Optimization
Occlusion Query
Profiling Using Valgrind
Detecting Memory Leaks Using HeapTrc
Making rendering prettier
Gamma Correction
Blending
Alpha Bleeding
Background (skybox, sky and ground)
Use engine inside Lazarus form using TCastleControl
Automatic Builds (Continuous Integration and Delivery)
GitHub Actions (automatic builds if your project lives on GitHub)
Docker (easily get CGE, compilers, texture compression tools)
Jenkins (automatic cloud builds for CGE projects)
Miscellaneous
Which way is up?
Transformation hierarchy
CastleWindow Backends
Threads
Deprecated: Utilities for typical 3D games
Overview
Loading game level
Player
Defining creatures and items
Using creatures and items
Extending creatures and items classes
Creating Game Data
Exporting 3D and 2D models
Supported model formats
glTF
Blender
3ds Max
Maya
Spine
Dragon Bones
Material properties configuration
Auto-generated compressed and scaled textures
Deprecated: XML files describing game data for typical 3D games
Levels
Resources (creatures and items)
Player configuration
Deprecated: Sounds XML description
API Reference
Modern Object Pascal Introduction
CGE for Unity Developers
Compiling from source
More...
Supported compilers and IDEs
Roadmap
Helping in engine development
Donate
Coding Conventions
Coding Traps
Units Map
License
fpcupdeluxe
FpMake and FpPkg